Esempio n. 1
0
        //Check if player spawned in initial room, if not, turn it off
        protected override void CheckForRoom()
        {
            Vector3 player         = _rooms.TriggerTarget.position;
            var     roomPlayerIsIn = _rooms.ComputeCurrentRoom(player);

            if (roomPlayerIsIn != 0)
            {
                Room0.SetActive(false);
            }
        }
Esempio n. 2
0
 public bool Equals(Aisle other)
 {
     if (ReferenceEquals(null, other))
     {
         return(false);
     }
     if (ReferenceEquals(this, other))
     {
         return(true);
     }
     return(Room0.Equals(other.Room0) && Room1.Equals(other.Room1));
 }
Esempio n. 3
0
        /// <summary>
        /// 接続している反対側の部屋を取得
        /// </summary>
        /// <param name="origin"></param>
        /// <returns></returns>
        /// <exception cref="MazeException"></exception>
        public Room GetCounterSide(Room origin)
        {
            // 自分ではない方を返す
            if (Room0.Equals(origin))
            {
                return(Room1);
            }

            if (Room1.Equals(origin))
            {
                return(Room0);
            }

            // どちらも自分でなければエラー
            throw new MazeException("This aisle is not connected to the room");
        }
 public override void TurnRoomsOff()
 {
     //Deactivates all rooms except the point of entry and save rooms.
     if (Room0 != null)
     {
         Room0.SetActive(false);
     }
     if (Room1 != null)
     {
         //Room1.SetActive(false);
     }
     if (Room2 != null)
     {
         Room2.SetActive(false);
     }
     if (Room3 != null)
     {
         Room3.SetActive(false);
     }
     if (Room4 != null)
     {
         Room4.SetActive(false);
     }
     if (Room5 != null)
     {
         Room5.SetActive(false);
     }
     if (Room6 != null)
     {
         Room6.SetActive(false);
     }
     if (Room7 != null)
     {
         //Room7.SetActive(false);
     }
     if (Room8 != null)
     {
         Room8.SetActive(false);
     }
     if (Room9 != null)
     {
         Room9.SetActive(false);
     }
     if (Room10 != null)
     {
         Room10.SetActive(false);
     }
     if (Room11 != null)
     {
         Room11.SetActive(false);
     }
     if (Room12 != null)
     {
         //Room12.SetActive(false);
     }
     if (Room13 != null)
     {
         //Room13.SetActive(false);
     }
     if (Room14 != null)
     {
         Room14.SetActive(false);
     }
     if (Room15 != null)
     {
         //Room15.SetActive(false);
     }
     if (Room16 != null)
     {
         Room16.SetActive(false);
     }
     if (Room17 != null)
     {
         Room17.SetActive(false);
     }
     if (Room18 != null)
     {
         Room18.SetActive(false);
     }
     if (Room19 != null)
     {
         //Room19.SetActive(false);
     }
     if (Room20 != null)
     {
         Room20.SetActive(false);
     }
     if (Room21 != null)
     {
         Room21.SetActive(false);
     }
     if (Room22 != null)
     {
         Room22.SetActive(false);
     }
     if (Room23 != null)
     {
         //Room23.SetActive(false);
     }
     if (Room24 != null)
     {
         Room24.SetActive(false);
     }
     if (Room25 != null)
     {
         Room25.SetActive(false);
     }
     if (Room26 != null)
     {
         //Room26.SetActive(false);
     }
     if (Room27 != null)
     {
         Room27.SetActive(false);
     }
     if (Room28 != null)
     {
         Room28.SetActive(false);
     }
     if (Room29 != null)
     {
         //Room29.SetActive(false);
     }
     if (Room30 != null)
     {
         Room30.SetActive(false);
     }
     if (Room31 != null)
     {
         //Room31.SetActive(false);
     }
     if (Room32 != null)
     {
         Room32.SetActive(false);
     }
 }